Documente Academic
Documente Profesional
Documente Cultură
20 11/04/12
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Walkthrough
by Temileaf
Copyright 2012
Version .20 Notes
=================
Sections 00.-04a. Completed
Section 09. mostly completed.
Section 11a. has been added.
Walkthrough completed up to the end of Trial of Sticky and Muddy.
Girl's Order Wallkthrough started.
Chain Skill Chest List updated.
Translated Katakana names have been provided.
=================
Table of Contents:
00. General Notes
01.Story
02.Characters
02a. Miu
02b. [Warden]
02c. Sako
02d. Kisaragi
02e. Ran
02f. Yuko
02g. Shin
02h. Tomoe
02i. Alice
02j. Himekami
03.Controls
03a. In the Dungeons
03b1. Combat
03b2. Combat Flow
03c. Field Menu
03d. Field Skills
04.Punishment Chamber
04a. OP
04b. Punishments
04c. Girl's Order
05.Main Walkthrough
05a. Prison Floor- Code No. 832
05b. The Trial of Sticky and Muddy
05c. The Trial of Hard Fire!
05d. The Trial of Cold Betrayal
For example, Operation Fire would allow Sako to join in if she has the
appropriate skill. Operation Freeze would allow Alice to join in with one
of her ice spells.
2h. Tomoe
One of the 3 girls that joins up with the group later in the game. Tomoe
is representative of the deadly sin "Lust".
Tomoe serves as somewhat of an irregular role. Her damage rate is fairly
high, and lots of her skills hit multiple enemies. Later on she gains a
skill capable of instantly killing her opponents. Best used as a secondary
physical offensive character like with Sako.
2i. Alice
One of the 4 girls under your supervision at the start of the game. Alice
is representative of the deadly sin "Heresy", taking the place of "Envy"
in the game.
Alice is the standard Black Mage character archetype. Excels in dealing
high amounts of magical damage per attack at the cost of her hp and
defense stats. Later on she gains the ability to buff her attack power
to further devastate her foes.
2j. Himekami
A mysterious girl within the tower that appears before [Warden] and the
girls as they continue to climb the tower. Is she an enemy or an ally?
A boon or a hindrance? Only time will tell as the warden's group continue
their climb up the tower.
03- Controls
============================================================================
As the game is an unlocalizated Japanese game, please keep in mind that
as is the case with most Japanese games on the PSP that I have played,
The X button is "Cancel" and the Circle button is "Confirm".
3a. In the Dungeons
------------------While traversing the Dungeons that form the bulk of, the game the controls
as follows:
-Joystick and Directional Pad: Used for movement.
-Triangle Button: Brings up the Field Menu.
-X Button: Brings up the full sized map of the area.
-Select Button: Brings up the Quicksave and Load options.
-Start Button: Not used.
-Square and Circle Button: Not used.
-L button and R button: Not used.
While standing near a Base Portal:
-Square Button: brings up the Base Portal Teleportation Menu.
-Circle Button: Enters the Base Portal, giving access to the Base Menu.
3b1. Combat
----------While in Combat, the controls are thus:
-L Button: Brings up the Change command. Doing so allows you to switch out
Active party members with inactive ones. This can only be done once you have
5 or more party members. You can only switch once per turn. It does not end
your turn.
-R Button: Brings up the item menu. Items can be used once per turn, and
does not end your turn.
-Directional Pad: Used to select your course of action for the turn. Only
one choice can be chosen per turn, so choose carefully and plan accordingly.
-Circle Button: Confirms your choice of battle tactics.
-Triangle Button: Escape from battle.
3b2. Combat Flow
---------------Combat in this game is rather unique in that you, the player, doesn't get
to directly choose what each girl does during combat.
Instead, the AI reads the current situation and provides 4 choices to choose
from; from those 4 suggestions you may choose one, and ONLY one, for the
girls to act upon.
In the beginning of the game, this will
attack that turn. However, later in the
accumulate a wider repetoire of skills,
are the best courses of action are, and
For example, when the part is
to Heal if Yuko is present on
a turn charging up an attack,
the amount of damage taken to
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The game begins in the area I have dubbed; for the sake of convenience,
the Containment Room. A short way into the ensuing cutscene, you are
prompted to enter a name for [Warden]. I chose Tsukasa [???] for myself.
The cutscene continues to give choices of no real importance; drawing the
ire of Miu [??] will not negatively impact game play.
Once you are given control of your character, speak to each of the girls in
turn; each one will present a dialogue choice- pick how you wish.
Once you have done so, speak to Miu once more to continue your
progress.
Once the next round of dialogue and choices is over, you must once more
speak with the girls and gather them to you, In order to do so, you must
make the following dialogue choices. The order you speak to the girls is
irrelevant, but you cannot progress without all four following you.
Kisaragi:
*First Choice- Bottom Option.
*Second Choice- Bottom Option.
Ran:
*First Choice- Bottom Option.
*Second Choice- Top Option.
Alice:
*First Choice: Top Option.
*First Choice: Top Option.
Sako:
*First Choice: Top Option.
*Second Choice: Bottome Option.
A brief cutscene will play, followed by another inconsequential choice.
Once you regain control, head south down to the exit.
---------------------------Map: Code No. 832-B4f
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Su= Stairs (up)
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Immediately grab the chest within viewing distance of the stairs you've just
climbed, netting more Small Potions. From the chest, head straight to point 3
to trigger another scene. Move to point 4 on the map to trigger yet another
short scene.
The objective is to defeat the two enemies on the bridges west of point 4
and point 5. Move towards the closer enemy first; the one on the bridge west
of point 4.
============Set Battle============
Egg Shadow x 1
============Set Battle============
This fight is exactly the same as it was on BF3. Use the same tactics as
before
and remember to keep an eye on your HP, using healing items if needed.
Once you trounce the Egg Shadow, go ahead and cross the bridge and open the
chest, netting x2 Warp items. These allow you to immediately teleport back to
the last Portal you entered, bypassing enemies and floors directly to safety.
Read the signpost if you wish, then move to point 5 on the map and open the
chest there, netting yourself 3 Small Revives. These can be used to bring
back an ally that has been KO'd. Head west from point 5 and initiate
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Continue across the bridge west of point 3 until you hit a dead end, then
follow the bridge south, only for the path to be blocked yet again.
============Set Battle============
Egg Shadow x 1
============Set Battle============
Later in the game, you'll wish EXP and OP was handed out like candy on
clockwork like is is now, so hurry up and eradicate this one like all the
others before it. If you punished some of the girls enough to learn a skill
by now, this fight will be over even faster than before.
Move past the point the enemy was guarding and swipe the 2 Small Revives
from the chest it was blocking off, then return to the Portal for healing and
to Save. If I'm starting to sound like a broken record, its because I cannot
stress enough how much a little caution can prevent a freak accident
from ruining hours of work, especially later in the game. If you have the OP
for it, punish the girls that haven't reached level 3 in Punishment yet.
Head to point 4 and move south. When you see the signpost, head east, running
into yet another goodie bag full of easy EXP and OP.
============Set Battle============
Egg Shadow x 1
============Set Battle============
By this point, I'm sure the random battles pose more of a threat to the player
by now. Still, it never hurts to watch the girls' HP bars, just in case.
Proceed across the bridge it guarded to secure another chest, this one
containing the second Key Item you have found on this floor.
Return to the Portal for healing and saving if need be, then turn your sights
towards point 5. From there, head north across yet another bridge, only to run
into...
============Set Battle============
Egg Shadow x 1
============Set Battle============
Is too much easy EXP and OP ever a bad thing? Only if you hate handouts.
To add humilation to the pain you'll be giving your opponent; if you have
**********
It cannot be stressed enough; by myself, or the game itself, just how
different
this one is from all your fights before. From a larger field sprite and color,
to the different combat music, or even its shape! Compared to the worms and
occasional worm, bird or bull-like creature, or even the vaguely phallic
shaped
repetition battles, this creature is on an entirely different level.
Even so, as the first true boss fight of the game, it poses no true threat to
any properly prepared party.
Healing
**********
This particular enemy hits harder than anything else you've fought so far in a
single attack, so keep the girls' HP up above the halfway mark at all times,
or
else a well timed blow may unexpectedly KO one of them, resulting in wasting
items and the risk of them dying again before their HP can be restored. You
do not want to be caught in this loop of frustration, so heal whenever
necessary.
Offense
**********
If you brought Alice and Sako up to level 3 in Punishment,
you can spam their respective skills to return the favor and let the boss
see how it feels to lose sizable chunks of HP in a single turn. Otherwise,
this fight can and will drag on longer than really necessary. Whenever the
opportunity is ripe, use their skills to deal some damage.
Defense
**********
If you see the Boss emit a bright flash of light and deal no damage that turn,
You MUST, absolutely MUST use Ran's "GUARD" command. If you do not; prepare
to see what the Game Over screen looks like. While it is certainly a pretty
image, it is not one you want to see very often, given what it represents.
All Bosses, and even stronger enemies later in the game all have this telltale
sign that they are planning to unleash a powerful strike on one/all of your
party member(s). Having Ran on the field and having her use "GUARD" allows
the party to shift into a defensive stance and guard most of the damage.
Please do take careful note that Ran is the only party member that can make
the party Guard, solo or otherwise. If Ran is KO'd or not on the field,
then Revive her/Switch her in, or else the girls will suffer dearly.
Stealing
***********
If everyone's HP is high and you feel using a turn to do so is worth it,
use Kisaragi's skill to nab a Small Group Heal from the Boss if the
opportunity presents itself. In some cases, this may prove the difference
between life and death, so think carefullly whether you'll want this item
or not.
Please note, that stealing from the same enemy more than once results in
a wasted turn; as Kisaragi will fail to steal anything else.
Closing Notes
************
When the Boss is low on HP and it starts activating its attack is telegraphed
by the tell-tale bright flash of light, do NOT risk trying to finish it off
before it can set off the skill, even if its Health Bar has only a sliver
remaining. Due to it's large amount of HP, even a sliver of HP may be more
than
how much you can do in a single turn, opening up the party to a world of
punishment for your haste and a possible Game OVer. It's best to play it safe
and Guard, unless you don't have the HP to survive the attack even if you did
Guard. In that case, Try to wipe out the Boss before it kills you.
If you find yourself down to the wire like this, it may be a sign that you
need
to grind a little more. If you're having that much trouble now, the next Boss
Fight will eat you alive.
============Boss Fight! End============
Over Eat x 1
============Boss Fight! End============
After the fight is done and the scene is over; control of [Warden] will be
given to the player.
Resist the sudden impulse to climb the steps before you, and head south back
to the Portal in the previous area and Heal and Save.
The Key Item you automatically pick up after the Boss Fight is also of
importance here, as the Key Item you picked up happened to be a Punishment
Tool. With it in your possession, you can now subject the girls to the second
Punishment of the game. If you have the OP for it, go ahead and try it out if
you wish; otherwise pour the OP into Punishing the girls with the first
Punishment, or buying Healing items if necessary.
When your preparations and saving are complete, return to the room where you
fought the Boss, and take the Stairs to the next Trial.
---------------------------05b. The Trial of Sticky and Muddy
**********************************
Map: Sticky and Muddy 1F
--Map Key-!=Switch
Su=Stairs(up)
C=Chest
Sd=Stairs(down)
Signpost
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You are treated to a scene upon climbing the stairs and emerging in the new
area. From there, control of [Warden] is returned.
Head to point 1 from the stairs and grab the chest in the bottom right corner
of the screen to obtain 3 more Small Potions.
From there, head north to point 2 and activate the dormant Portal in the
top left corner of the room.
After leaving the Portal, skip past point 3 towards point 4; continue east
from there until you reach the chest in the next room over. Open it to
obtain 3 Medium Potions.
Return to point 4 and head south this time, across the bridge, where you will
a chest and a switch. Grab the contents of the chest, then interact with the
switch by using the Circle Button.
Head back to point 2 and heal if the random encounters have whittled down
your HP to heal and save, then move onwards to point 5. From there, head to
point 6 and grab the contents of the chest, 3 Status Cures. Useful for
curing poison caused by some of the enemies in this dungeon. Faced with no
means of retreat, head north across the bridge into the next room.
Activate the switch in this room and then return back to point 2. Save and
Heal if necessary, then try to head north, activating a cutscene.
Continue to point 7 to trigger another short scene.
For now, head to point 8 on the map, then head north to collect the chest,
earning yourself a cool 100OP. Good for you and the girls, even if they
won't like it.
Head east of point 8 to reach point 9 on the map, then head north to reach
a room with another switch in it. It is advised you return to point 2 at
this point and spend some of the OP you've no doubt been collecting by now
on Punishing the girls to raise their combat potential as well as Heal.
afterwards, return to point 7 and head north, climbing the stairs leading to
2F.
---------------------------Map: Sticky and Muddy 2F
--Map Key-C=Chest
!=Switch
Sd=Stairs(down)
Su=Stairs(up)
CS= Chain Skill Chest
S=Signpost
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***Before anything else, please let it be noted that the next Portal isn't
until 3F. Healing and Saving will either have to wait, or be done via
backtracking to 1F.***
Head right after climing the stairs to reach point 1. To the south is a
locked door. Ignore the path right to point 2, as there is nothing that
can be done there just yet. Instead, head north to point 3.
After arriving at point 3, you will be treated to a short cutscene.
Ignore the urge to run west for a few seconds, and head north to
point 4 for a continuation of the scene that just played out.
For now, backtrack to point 3, heading east this time to point 5 and then
north to point 6 to open a chest containing 100 OP. One must have priorities,
after all.
Now that we've satisfied our greed over prioritizing someone in need; head
back to point 3, travelling west past points 7 and 8, stopping at 9.
Examine the glowing object on floor.
Before you backtrack to point 4, take a quick detour north to point 10 to
claim a chest, retrieving a Warp item from its contents. With the chest now
empty and your pockets a little heavier, head to point 4 to initiate another
scene-- or take another quick detour to point 11 and claim yet another chest,
you greedy [Warden], you. While the contents are something I forgot to take
note of, they are nothing you shouldn't already have in your inventory. If
they are, you should take it as a sign you should stock up on items the next
time you return to the nearest Portal.
Without thinking about what just occurred at point 4 just now; and how badly
things would have become for the [Warden] and crew if the obvious had gone
exactly as one would imagineReturn to 1F and enter the Portal to Save, Rest, Shop and Punish if you have
yet to do so. While backtracking is tedious with the game's walking speed,
so is doing the entire floor over again because a random encounter
killed the party.
Whether or not you followed my advice to backtrack to the Portal, head to
point 12 on 2F for your next objective. If you tried to go ahead of me
earlier, you'll notice there is now an "!" mark on your in-game map if
you press the x button.
Regardless, grab the shining object on the floor at point 12 and backtrack
once more to point 4.
Savvy players who ignored my advice about point 2 may be tempted to head
there and then to point 4, but don't. You'll be wasting your time until
you return to point 4 with the shining object retrieved from point 12
first. Game Designers are evil that way.
After the scene, resist to urge to observe the fact that the stages seem
to float over an endless abyss and the consequences- and fate- of anything
that may fall off and backtrack to- you guessed it- point 1, this time
FINALLY heading east to point 2.
If you see another "!" on your in game map at point 2, that means you've
been naughty and I'm very disappointed. For everyone else, head there
and pick up the third shining object off the floor.
Return to point 4 to trigger the next scene.
Anyone else notice that the hiragana for "yu" looks like a fish?
For now, ignore the urge to ponder how that thing got there and
rush to her aid, passing through the now opened door at point 7 and north
to point 13.
While the situation may appear urgent, nothing is stopping you from opening
the chest at point 13 first. You're a [Warden] of Hell; you don't need a
conscience. The Small Group Heals you obtain outweigh any moral obligations.
Ignore the switch at point 14 and head straight to point 15. Sako wouldn't let
you, anyways, so there's no point in trying.
Immediately upon setting foot in point 15, a scene triggers.
============Set Battle============
Dread Eye x 1
============Set Battle============
A well enough sounding name, but in all honesty that is all it has going for
it
if you haven't been neglecting your grinding.
...Is what I'd like to say, but it's amount of HP compared to the damage you
ought to be doing at this point means that the fight will drag on for a little
while. While its nowhere near the power level that should be considered
threatening, the fact that it can and will poison you on top of the amount of
time it takes to kill it due to the sheer amount of HP means you'll need to
keep an eye on the HP of the girls more than ever.
Use Skills whenever possible, particularly Alice and Sako's. When that isn't
possible, focus on using Attack x2 to deal the most amount of damage per turn.
Keep in mind that using items doesn't waste at turn, but only one item can be
used per turn.
Use items to cure poison sooner rather than later to minimize damage taken,
and
don't be afraid to use Healing items if one of the girl's HP falls below half.
If you find yourself in a situation where you have to choose between healing
HP
of someone who is dangerously close to zero and healing poison; remember that
it's easier to recover lost HP than it is to revive someone who has been
knocked out; as this enemy is strong enough that the risk of a recently
revived
character being KO'd before getting the chance to heal her is very high.
There is one attack that you should be aware of; however. On rare occasion
Dread Eye will poison not just one person, but your entire party. Remember to
prioritize healing girls with low HP over curing the poison and make sure to
remove it when you can, and you'll be alright.
With enough patience and a slight amount of justified paranoia, Dread Eye will
be down for the count. If the fight lasted long enough that you ran out of
antidotes, you may want to consider carrying more of an item from now on; or
its a sign you should be training more.
With the optometrist's nightmare condemned to oblivion, another scene plays.
You are presented with a dialogue choice
choice is fine to pick, I'd like to note
and Sako smile. Any choice not resulting
news for the [Warden] any day, so choose
Following that, you'll get a short tutorial in Japanese explaining Yuko's role
in combat and how to switch active party members.
Summed up, it basically tells you:
-Yuko is the white mage of the group
-4 girls can take part in active combat at any one time
-The active party can be switched around by choosing Party from the Field Menu
-Using the L button, positions and active members can be chosen.
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For now, head west to point 1 and claim the chest there; netting yourself a
sweet prize of 150 OP.
From there, head back towards the stairs and continue westward to reach point
2. From there head north to reach point 3, then continue westward only to be
rudely interrupted mid-step by another scene.
Continue on you merry way west until you reach point 5, to be greeted with a
path to the north blocked by yet another locked door. Head south from here
towards point 6, only to be met by another scene.
With no other choice presented to you, head eastward to reach point 7.
Open the chest to recieve 3 Medium Healing Potions, then interact with the
nearby switch.
Return to the still locked door north of point 6 for another scene.
Afterwards, lament that the fact that you'll be trapped forever behind a
locked
door because the developers forgot to leave you a way to open the door you
foolishly trapped yourself behind, whittling away the rest of your lives
knowing that you failed in your duty as the [Warden] to help these girls
seek redemption for their crimes.
Le Fin~
...Okay, I'm just kidding. Now we play the waiting game while the person on
the
other side of the door you did unlock finds a way to help you guys out.
Sitting
still or walking back and forth doesn't seem to affect progression at this
point, but it never hurts to get a few extra random battles in for some extra
OP.
[I've never attempted to use a Warp Item to get out of this area; for fear of
Escapipe level script breaking. Feel free to try if you wish, but I won't be
held responsible for any- if anything at all at that- that may occur
because of its usage.]
Sooner or later a scene will play out.
Afterwards, return to freedom...er, point 5 on the map.
continue north to point 8, stopping to read the Signpost if you wish.
If you want, head north to point 9, but the switch has already been activated.
So for now, head west to point 10 for a much welcomed inactive Portal and
another scene.
After being faked out by the sadistic game developers, activate the Portal and
use the necessary facilities. Save even if you don't think you need to, as
caution never hurt anyone.
Now is also the perfect time to see how far you are along with the Punishments
for each girl. Ideally speaking, you'll want to have each of the girls first
Punishment maxed out by now. Those Field Skills will start to come in handy.
If
you haven't done so, get to Punishing or grinding for OP. Sako's Field Skill
while standing in the vicinity of an active Portal helps speed up the process.
As you might have already guessed by now, head east to point 11. From there,
head north to point 12 and prioritize your self-sastification over the needs
of
others.
As if to reward such hedonism, said chest is also a Chain Skill Chest. As you
might guess from the scene upon opening the chest, said skill requires
Kisasagi
and Sako present on the field at the same time.
After that, return to point 11 then head east to point 13.
============Set Battle============
OP gained from these guys is better than no OP, so grin and bear it. Continue
to do what you've been doing and send this creature to oblivion.
Another scene, another point where you can hit the start button if you really
don't want to hear the VA's talking.
For now,
everyone
continue
on items
return to the Portal and Rest and Save. If you haven't caught up
on their Punishments to the recommended level yet, do so, and then
grinding for more that you'll need soon enough. Remember to stock up
if your stash is low, as well.
Afterwards, examine the door next to the Portal for another lovely scene.
Try not to emulate the moods of the others if you bothered to watch the scene,
and head north through the now opened door, through point 17 for another
scene.
Continue on to point 18. Ignore the urge to climb those tantalizing stairs and
head west for a moment to point 19 and open the chest there to recieve 200 OP.
I'm sure you don't need to be psychic to know what I'm going to tell you to do
next, so backtrack to the Portal while ignoring the stairs heading up.
While the saying "There are no free rides in life" has been proven wrong time
and time again over the ages, it remains an iron clad rule here on the path to
redemption.
Now that Tomoe has joined the team, she too will need to be Punished
accordingly. Kill your sympathy and whip her into shape, otherwise she'll be
as
useless as tissue paper in the middle of a perfect storm.
After raising Tomoe's first Punishment to Level 5, check your current OP. If
have less than 200, or didn't even have enough to go that far with her (get
your minds out of the gutter), then get back out there and grind for more! Use
Sako's Field Skill to help speed up the process. If you don't even have that
yet...well, gods be with you, because you need to play catch up quick. Grind
and grind until everyone's toocus has been rubbed raw and
reached level 5 in the first Punishment!
**For those ahead of the game and have already triggered the First Girl's
Order for one of the girls, refer to section 7 of the guide for more details
on what to do next.**
Once you've reached that goal, go ahead and climb the stairs at point 18 on
the
map to proceed to the next floor.
---------------------------Map: Sticky and Muddy 4F
--Map Key-C=Chest
!=Switch
Sd=Stairs(down)
Su=Stairs(up)
CS= Chain Skill Chest
S=Signpost
E= Exit/Entrance
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Welcome to the 4th floor, one step closer to the boss of this Trial.
From the stairs, head south to point 1, then west to point 2. The door north
of
1) Walk there.
This way has the advantage of 4F random encounters; meaning more OP.
2) Warp to the Portal on 3F and take the stairs up to 4F.
This way saves time.
Regardless of the method you choose, return to point 2 and head north to point
17 and activate the switch, which of course, activates another scene.
Ignore the obvious at the moment and search the top right corner of point 17
to make another invisible Chain Skill Chest appear.
As the following scene suggests, this Skill requires Sako and Yuko to both be
in the active party in order to work.
Now, you have three more methods in order to achieve our next immediate
objective.
1)Walk back to the Portal at point 10.
2)Warp there using an item.
3)Use Tomoe's Field Skill; if it's the last Portal you used.
If you're low on health and items, I recommend warping. Otherwise, you could
use any and all opportunities for OP, and should walk back.
Once you've reached point 10, head to point 15 and attempt to activate the
switch there.
A line from the our correspondent more or less says something along the lines
of it being the wrong switch, so go ahead and and try to activate the switch
at point 12 next.
With the door finally opened, head north of point 10 to reach point 18, in
order to be treated to yet another scene.
Which of course, ends with another set battle.
============Set Battle============
Dread Eye x 2
============Set Battle============
This time, Dread Eye has a friend.
If you've been diligently grinding on random battles up until now instead of
taking Warp shortcuts; and collected the Chain Skills as noted and have the
appropriate members join the fight, then this battle will end in short order.
Don't get too complacent, and use Sako's Chain Skill as soon as possible. The
Regen it bestows will help combat poison damage. Focus your attacks on one
Dread Eye at a time; killing one off will lessen the total amount of damage
you'll take per turn; as there will be one less Dread Eye dealing damage.
When the Dread Eyes go down, another scene will play out, after which Shin
will finally join the party instead of trying to play it solo.
A short tutorial will play; explaining Shin's "OPERATION" fighting style;
or OPR for short.
With the way to the boss now clear, head north to point 19 to grab the chest,
netting yourself a free 300 OP. With that; backtrack to point 10 and head into
the Portal.
Use Punish on Shin and bring her first Punishment up to level 5 like the rest
of the girls.
Now that you've gotten all 7 party members, ideall you'll want to raise them
all to level 2 in their Second Punishment. If you don't have enough OP to do
so; go grind for it until you do. Assuming you can score 200 points every
single time, it will cost you a total of 1400 OP to do it.
If you acquire some Girl's Orders along the way, reference Section 7 of the
guide for more details. It's always in your best interest as the player
to complete them as soon as you get them; even putting off further Punishment
until you do so.
Once you'd done that, buy some items and Save, as it's time to face off with
the Boss of this Trial.
Head North of point 19 in order to reach the next area.
---------------------------Map: [I refuse to map a straight line.]
You'll be greeted with a scene prior to the Boss Fight. Once it's over, get
ready to slay this roadblock and keep moving forward on the path to redemption
for the girl's sins.
============Boss Fight!============
Electric Greed x 1
============Boss Fight!============
***********************************
Recommended Party: Ran, Yuko, Kisaragi, Sako
Recommended Level: Shin- 9 Everyone Else- 10
Recommended Punishment Levels: 5 on 1st Punish., 3 on 2nd Punish- Sako.
5 on 1st Punish., 2 on 2nd Punish- Everyone Else.
***********************************
Initial Notes
**********
If you haven't been leveling and Punishing properly, you will die. No ifs,
ands, or buts about it. The damage this boss deals out will eat through your
HP bars like no one's business. Add on the fact that it can attack twice in a
turn, and HP items won't be enough to keep up if your party is too weak.
Grinding is NOT optional in Criminal Girls.
Healing
**********
Use Sako's Chain Skill to bestow Regen on the party. Having a small amount of
HP auto healed for you at the beginning of the turn is a godsend; in addition
to help keeping your HP up per turn without wasting an item usage;
it also allows you to reserve said healing items for later.
Don't be afraid to use Yuko's Healing skill while she still has plenty of MP
to do so; its why she's in the recommended party, after all.
If someone dies, revive them ASAP. If you cannot, switch in someone else to
pick up the slack. If Yuko dies, switch in Alice. If Kisaragi dies, switch in
Tomoe. If Sako dies,have Shin take her place. This way, you'll still keep a
balanced team in terms of function and battle capabilities.
See the Defense section should Ran die and you have no revival items.
Offense
**********
Between Kisaragi's Chain Skill, Her skill that allows her to attack twice on
her own, Ran's Defend and Counter skill, Yuko's offensive magic, Yuko's Chain
Skill, and Sako's Offensive skills, you certainly aren't lacking in the
methods
of dealing damage to Electric Greed.
If you upped Sako's punishment to the recommended Level, she'll have a Support
SKill that bestows Attack Up on a single party member for a few turns, ramping
up their damage output. Get it onto Kisaragi and Sako and watch the sparks fly
every time they lay into Electric Greed.
**When MP gets low, consider switching out Kisaragi and/or Sako for Shin
and/or
Alice to continue high level of damage dealt via skills.**
Defense
**********
Ran is a requirement for this fight. No buts about it. If she dies, revive her
immediatly. Without her ability to make the party Guard, the boss's charged
attacks will annihilate any and all survivors. You have been warned.
If at any point a party member
for a healthy party member. If
to Shin or Tomoe and hope they
the Boss does with a Game Over
**If you switch in Shin for whatever reason, keep in mind she is a Mage-type
character; her HP/Defense reflect this accordingly. Take care to watch her HP
when the damage comes rolling in.**
Stealing
***********
Stealing from the boss nets you 1 item that will heal 50 MP when used
for a single ally.
Closing Notes
************
Keep up on the offense; play smart and keep up your HP levels. Defend when the
Boss shows the tell-tale flash of a charged attack, and the boss will be
slain like the many others that dared to stand in your way.
If this boss is
HP at the start
level grinding.
after defeating
If you died due to a lack of items, make sure to keep an ample supply.
While late-game actions can be done with a well leveled party, items act as
a second turn and is a vital supplement to any battle plan. In a game where
actions per turn are so limited,having a free chance to do something else is
godsend.
============Boss Fight! End============
Electric Greed x 1
============Boss Fight! End============
With the boss down, a scene will play. A dialogue choice will occur; pick
whichever one you wish.
Right before control of the [Warden] is returned, you'll automatically pick up
the item right behind you.
For now, return to point 10 to use the Portal there. Rest and Save- and if
you're feeling a bit frisky/sadistic, go ahead and try out the new Punishment
you've just unlocked.
...That is, if you have the OP for it. At a whopping 500 OP a go, and only
costing more as you level it, it's best to max out the 2nd Punishment for all
the girls first.
Whenever you feel ready, head north of the area you fought the boss, and pass
into the next Trial area.
---------------------------05c. The Trial of Hard Fire!
****************************
============Set Battle============
Egg Shadow x 5
============Set Battle============
Don't let the numbers intimidate you; At this level; using Ran's Counterattack
skill will one shot the entire field in a single turn. Make sure Ran has at
least 6 MP, then activate it when the chance comes up for an alarmingly easy
win. With that out of the way, complete the Order by choicing a dialogue
choice. As a reward, Ran's skills will all cost 1 less MP to use.
07d. Yuko
--------07d1. Order 1
I achieved Yuko's 1st Order after raising her First Punishment to level 5, and
her second Punishment to level 2.
In order to complete this Order, return to Prison Floor- Code No. 832 B3F.
Teleporting using active Portals is a highly convenient way of doing this.
Head to point 4 where you'll find a glowing object on the floor that wasn't
there before. Pick it up to activate a short scene involving Yuko. Pick
whatever dialogue option you wish to complete the Order. As a reward, Yuko's
skills will now cost 1 less MP to use.
07e. Shin
--------07e1. Order 1
I achieved Shin's 1st Order after raising her First Punishment to level 5, her
second Punishment to level 2.
In order to complete this Order, return to Prison Floor- Code No. 832 B4F.
Head east from the stairs until you are outside the Entrance to the
Confinement
Room; where you'll see a Golden set encounter.
Prepare for battle, then walk into it. Pick the top option when prompted to
initiate the fight.
============Set Battle============
[Kanji]Slug x 6
============Set Battle============
As you may or may not have noticed, Ran, Alice, Sako, and Tomoe are required
for this Fight. You cannot switch to Yuko, Shin, or Kisaragi.
It gets worse; upon being killed, the remaining enemies will summon another
of their own to take the fallen's place.
Thus; there is only one choice left to you; kill all 6 at once.
Carefully lower the HP of all the enemies on the field without killing any; as
close as you feel safe doing. The closer to zero without actually reaching it,
the better. Conserve Tomoe's MP while doing so.
Remember to keep everyone's
the enemies health as close
attack all enemies at once,
of them from respawning and
Once the battle is over, you will be through with this troublesome Order. As
a reward, all of Shin's skills will cost 1 MP less to use.
07f. Tomoe
---------07f1. Order 1
I achieved Tomoe's 1st Order after raising her First Punishment to level 5,
her second Punishment to level 2.
In order to complete this Order, return to Trial of sticky and Muddy 1F. Head
to point 1 where you'll find a glowing object on the floor. Make your choice
of dialogue in the scene that occurs to complete the Order. As a reward,
Tomoe's skills will now cost 1 less MP to use.
07g. Alice
---------07g1. Order 1
I achieved Alice's 1st Order after raising her First Punishment to level 5,
her second Punishment to level 2.
In order to complete this Order, return to Prison Floor- Code No.832 B2F.
Head west of point 6 and collect the glowing item there. Pick a dialogue
option
to complete this Order. As a reward, all* Of Alice's skills will cost
1 less MP to use.
*Except her Field Skill.*
This Chest is located in the Trial of Sticky and Muddy 2F. The chest is
located at point 16 on the map; right next to the stairs leading to 3F. In
this Skill, Yuko sits things out, while Sako goes on what can only be
described as a rampage, attacking all enemies on the screen several times,
resulting in large damage recieved by all enemies at the end. Useful for
clearing out random battles with large numbers of enemies present.
08a2. Second Skill
08b.Sako's Chain Skills
----------------------08b1. First Skill
This chest
located at
This skill
activation
effect the
and will KO (or kill, in the case of an enemy), instead of leaving the target
at 1 HP. Thus, it's imperative to cure it before the girl who is poisoned
reaches low levels of HP; otherwise, get ready to waste a revive on her.
On the flipside, inflicting poison on large enemies is a very good way of
chipping away at their ridiculously huge HP bars and helps make fights that
much easier. When she learns it, Kisaragi is a good member to rely on for
inflicting the Poisoned status.
9b.Instant Death- I personally have never seen an enemy use this one before,
thankfully. However, Tomoe has a certain skill(s?) that have a chance of
insta-killing a target. Unfortunately, some enemies are immune to its effects.
Those successfully killed by it can be denoted by a black skull and bones
appearing above it before it dies.
9c.Paralysis- Such a pain when inflicted on the girls, but a useful one to
inflict on enemy. Paralysis has a chance of preventing the target from taking
action; noted by a bzzt noise and sparks shown around the afflicted target
when they attempt to make a move. Ran and Kisaragi are both adept at
inflicting this status effect later in the game.
This status effect is noted by miniature lightning bolts above the afflicted
character or enemy.
9d.Confusion- Target does not obey orders; may even attack allies.
This status effect can be afflicted on party members and enemies alike. Tomoe
learns a skill that allows her to do so later in the game.
This status effect is denoted by question marks above the afflicted.
9e.Stuck- The party member inflicted with this status effect cannot be
switched
out. This can be deadly when said character has other status effects
preventing it from following orders and a boss plans to use a charged skill,
leaving them unable to defend.
This status effect is at its deadliest when all four members are confused
and paralyzed at the same time, leading to total party wipes if not treated
immediately. Don't let it happen to you.
10.List of Buffs and Debuffs
============================================================================
10. Buffs
--------10a1.RegenerationRegeneration- or Regen for short- restores HP to whomever the skill was
enacted
upon at the beginning of the turn. Sako can learn a Chain Skill that bestows
this upon the party, and later in the game she learns a skill to do so
for herself.
Rest coming Later rather than Sooner.
11.Miscellaneous Section
============================================================================
11a.Leveling Tips
-Sako's Field Skill can be used at no MP cost to lure enemies to you,
initiating a random battle. This skill can be used to keep the amount of
time needed to grind to a minimum by reducing time between encounters and
negates the need to wander the dungeon trying to trigger a random encounter.
If used next to an activated Portal, one can save on healing items by using
the Punishment chamber to rest and save, reducing the chances of losing
time and experience should a random encounter overpower the party.
The bonus of using this method to grind is that the amount of items used is
cut down considerably, allowing the amount of OP the player has to build up
steadily; further increasing the girl's combat potential.
-While less effective, another trick is to use Tomoe's Field Skill to
return to base after traversing the dungeons. This prevents the odd chance
of a random battle finishing off a weakened party trying to return to a Portal
for healing.